Process of a cart racing game with a buildable toy track to play manually

ABSTRACT

A cart racing game with rules that takes place in a racetrack toy, where track sections let carts go off track very easily at curves, unless containment barriers are added. As in cities, we shouldn&#39;t track off or turn around and there are traffic signs we must obey or get a penalty, going back. The first to cross the final goal will be the winner. The game set also incorporates accessories such as containment barriers, supports for a bridge or a second level and tunnels; these allow you to equip the track, while at the same time they allow you to comply with the rules or objectives of the road signs. Other figures give its holders defensive or offensive options that only may be used once and each player may acquire by throwing them off the track or opening its case, making the competition even more entertaining.

FIELD OF THE INVENTION

The present invention relates to a utility patent that refers to aprocess to follow in order to play with a toy set that includes a toycar track design, both, process and toy is different from all otherprocesses and toy car tracks known until now and characterized the firstby its special rules, steps and consequences and the second by itsspecial shape and ornament that give it a peculiar and own appearance,and comes with different accessories that have steps, rules andconsequences in order to use them adequately. This game is design to beplayed manually by turns that should take clockwise. It's kind of aboard game which simulates the action of driving in the streets, byturns, rules, signs, penalties, and figures that give options, but abuildable track with many different sections and accessories instead ofa board game.

BACKGROUND OF THE INVENTION

Other tracks in the market usually try to control the direction of cartsand try to keep them inside, along straights and curves. The design forthis track was done in accordance with the game rules and seeks that thecarts can go easily off track in the curve sections, because of a verysmall height (less than 1 mm) between the main track and the edge of thesidewalk, as well as filleted said edges; unless accessories likebarriers are placed to prevent it.

DETAILED DESCRIPTION OF THE INVENTION

Playing this game must be done manually by turns, first you must buildthe track to develop a competition, it can be built in a closed or opencircuit so depending on that, the route must be to complete a certainnumber of laps (turns) or a certain number of arrivals and returns.Also, the track should be built including signs, containment barriers,supports to raise the track one level at some points and tunnels. So,more than one design can be made from a single set.

The design of the physical parts (tracks and their accessories as awhole) solves the problem of allowing, with a certain ease and freedom,that the cart can get off the track easily at the curves if they areleft plain, but if containment barriers are placed, the cart may followthe curves. In this way, the whole track could be built according to aparticular objective, getting very close to make its route possible,turning the game more attractive and entertaining, this will also dependon the manual dexterity of each player.

The process to follow is the following:

-   -   1. Everybody rolls a die so that whoever gets the largest number        is the first to start, turns should take clockwise.    -   2. Before starting, fill and close all boxes and spheres, each        one with one of the secondary figures and mix them to take each        one at random by turns; thus, the first one to play should start        by choosing a random box or sphere with a secondary accessory        inside and place it anywhere on the track, including sidewalks.        Then everyone continues to do so, one by one in a clockwise        direction, until the boxes and spheres are finished.    -   3. To play, each cart must be pushed and launched, as every        player prefers, but without manipulating the cart beyond the        segment of the track where it starts or where it stayed in the        previous turn. Once the cart has stopped, it should not have        gone off track, so at least one of its wheels continues to hit        the track, then we will have to pull over the cart outside the        track and sidewalk, marking the place where it stopped with the        same cart, so we left the track free for the other players. If        the cart went off track and stops with its four wheels outside        the track (the track will not include sidewalks when we are        playing, to know if at least one of its tires continues touching        the track), then the cart will be considered as it had a mishap.    -   4. A mishap occurs when some of these three things happens:        -   a. The cart has flipped, either sideways or completely,            regardless of whether it is touching the track or not.        -   b. The cart went off track, because once stopped, none of            its wheels continued to hit the track (Remember, that in            this case, the track will not include sidewalks)        -   c. When the cart incurs in a traffic violation for            disobeying any sign, which are explained later.    -   5. What happens in the event of a mishap? The cart must be        lifted and placed outside the track section where the last goal        sign, either initial or partial, that the cart would have        already crossed, since that cart must restart its path from that        sign, when its turn comes back.    -   6. Who wins? We must push and launch the carts by turns,        respecting the rules game, until the “driver” of the cart who        reaches the final goal, after the agreed number of laps or        arrivals and returns, with the least number of launches or        turns, will be the winner. If two or more players reach this        goal with the same number of turns, a sudden death will have to        be performed, which consists of the winner being the player        whose cart reaches the furthest without having had any mishap        after their respective launches.    -   7. Signs (Almost each track section has a hole at each corner to        place signs)        -   a. Stop sign. The stop sign tells us that the cart must make            a full stop just after crossing the first white line and            also before the front of the cart reaches the second white            line, both attached to the track; if the cart does not reach            the first line, the player on his next turn must shoot again            and take the stop sign correctly. If the cart passes through            the second white line, at the height where the stop sign is,            without making the stop between both lines, a traffic            violation will occur, and the cart must return to the last            goal sign (initial or partial) crossed.        -   b. School zone sign. This sign indicates that the cart must            come to a complete stop, keeping at least one wheel on the            track, in either of the two track sections or segments            following the track section where said sign was placed. If            the cart passes over both said track sections, a traffic            violation will be applied and the cart must return to the            last goal sign crossed, either initial or partial.        -   c. Do not stop sign.            -   i. Along the bridge or tunnel. This sign indicates that                the cart should not stop within the track sections that                are part of the bridge or tunnel, therefore, if the cart                stops before leaving the 4 wheels any section of said                bridge or tunnel, it will have a traffic violation and                you must return to the last goal sign you crossed.            -   ii. Along X number of track sections. This sign                indicates that the cart should not make a complete stop                for the next x number of track sections, counted from                the next track section where the sign was placed. If the                cart stops before its 4 wheels leave those stipulated                sections, it will have a traffic violation and must                return to the last goal sign it crossed.        -   d. Speed limit sign. Indicates that the cart should not pass            or cross beyond the number of track sections indicated by            the sign, counted from the next track section to the one            where the sign was placed. If any wheel of the cart crosses            beyond this track section, it will have a transit violation            and must return to the last goal sign it crossed.        -   e. No parking sign. Indicates that the cart should not stop            within the track section just where the sign was placed, so            if any of its wheels stops on said section, either at the            beginning or at the end of it, it will have a transit            violation and must return to the last goal sign that            crossed.        -   f. Goal sign. (Partial or final) Indicates that once the            cart has completely crossed under said goal sign, it will            have the right to restart from that point, even if during            that same shot the cart had a later mishap.    -   8. How to use secondary accessories:        -   a. Stones. They can be used once, at any time, by any player            who is not in his turn and against the player who will take            his shot. The purpose is to hit the cart and try to make it            go off track or cause an overturn to it. The stone should be            resting at the top of any track section with a slope and            must be pushed gently to go down through it with the said            purpose.        -   b. The boxes or spheres and secondary accessories inside of            them. These boxes or spheres should be above the track,            being placed as point number 2 explains. Players may try to            hit them only with their cart, so that whoever manages to            open these boxes or spheres or manages to throw them off the            track into the floor, gets the prize inside. It is important            to consider that when trying to get these prizes, the cart            may have a mishap or just simply miss shots. If any cart            hits a box or sphere and it moves around but does not open,            we should just continue playing, said box or sphere should            not be relocated and only remain as it is. The prizes            consist of different figures that can be exchanged, each one            of them can only be used once, in favor of the one who got            them, for more options, according to their rules and            consequences:            -   i. Cone. (Obstacle) If you have such a figure, it can be                used before each shot, placing it anywhere above the                track. This, with the idea of obstructing the path of                other carts. It is important to consider that if any                cart moves a cone, it should not be relocated, and we                should only leave it as it is.            -   ii. Transit speed bump. (Obstacle) It will be given the                same treatment as the cone, with the difference that if                a cart moves it from its place, it must be immediately                relocated to its original place.            -   iii. GPS. (Only go back 5 sections) The holder of this                figure may use it in the turn he wishes, as long as the                cart has suffered a mishap, with the idea of not going                back to the last goal sign it has crossed, but only                going back 5 track sections counted from the next back                section from where the mishap occurred.            -   iv. Oil Bottle. (Another chance) The holder of this                figure may use it in any turn in which the cart has had                a mishap and allows an additional shot that must be                taken immediately after the first shot and from the same                place of origin, so the first shot will have no effect                and only what happens in the second shot will be                considered.            -   v. Seat belt. (Saving the cart) The holder may use it at                any turn, as long as his cart has gone off track and                that the distance between the track section where it                left the track and the cart, is less than or equal to                that of the seat belt, so that said belt can touch any                part of said section including the sidewalks and any                part of the cart at the same time, to be able to have                the option of using it. Therefore, if the cart stops                over the sidewalk, without touching any of its wheels                the track, it can also be used. The same treatment                applies if the cart has turned over. If the distance                between them is bigger then the seat belt, the holder                won't be able to use it and must return to the last goal                sign that crossed.            -   vi. Behind bars (Better to lose one or more turns) The                holder may change this figure in any turn, if the cart                has committed one or more traffic violations in that                same shot and prefers to remain “behind bars” and lose                the next turn(s), one for each traffic violation                committed in that same shot, instead of returning to the                last goal sign that the cart crossed.            -   vii. Pedestrian. The holder may use it at any turn, but                before making the shot, placing it in any pedestrian                crossing above the track. This, with the idea of forcing                the first cart to cross this pedestrian crossing, where                the pedestrian has been positioned, to stop as if there                is a stop sign. Once this cart has yielded to the                pedestrian, we withdraw it, and the cart will be able to                move forward in its next turn.            -   viii. Gas canister. The holder may use it at any turn,                once the first shot it's been done and would like to                exchange it for another immediate shot, as long as he                has not incurred an accident, although he could use it                to get rid of one traffic violation, but not more.    -   9. Tips to make the track more entertaining or difficult:        -   a. When we see a partial goal sign near and it is easy to            cross or we just crossed it and it is near the cart, we may            be a little more aggressive because in case we have a mishap            we will not have to return many track sections.        -   b. If you place a “Do not stop sign: along the bridge or            tunnel or along X number of track sections” and place one or            many curves within the path where the cart should not stop,            it will be more difficult to keep the cart without any            mishap (including the banked curve)        -   c. It can be difficult to stop just after the straight            section with an upward slope, placing a stop sign on the            next track section can be amusing. It is also difficult to            stop the cart after the straight section with a downward            slope, so placing another stop sign or a school zone sign on            the corresponding track section so that the cart can come to            a complete stop with a minimum of momentum would be very            attractive.        -   d. It can be hard if you place a stop sign or a school zone            sign just past the sections where the cart should not stop            due to a do not stop sign.        -   e. Remember that containment barriers can be placed in some            curves, this will help to prevent the cart from going off            the track and to be able to meet some objectives according            to the signs. Also, where signs allow, we can leave curves            unprotected, forcing carts to slow down.        -   f. If partial goal signs are placed just before the            difficult sections to complete, it will make the course            easier; conversely, if they are placed much before of much            after the more difficult obstacles or two difficult sections            are set up without an intermediate goal sign, completing the            course will be harder.        -   g. Think carefully about when to sue the figures collected            from the boxes or speres.        -   h. If surprise boxes or spheres are placed relatively close            and before partial goal signs, it may cause carts to have a            mishap and then they will have to go back to the last            partial goal sign that was crossed and that is usually far            away.        -   i. You can compete against yourself, trying to complete the            course in less shots than the previous time. This way you            can practice and have fun while your friends arrive.        -   j. You can also connect more sections or accessories to your            track, which are sold separately and are subject to            availability.    -   10. Placing the stickers to the signs and tracks is essential        for the development of the game, so we recommend that an adult        helps you using the sticker guide.

BRIEF DESCRIPTION OF DRAWINGS

The characteristic details of the design of the physical pieces areclearly shown in the drawings that accompany this documentation, as anillustration of the same and where:

FIG. 1.1 is a perspective view of the medium straight track sectionaccording to the present design;

FIG. 1.2 is a right or left side view, since they coincide, of themedium straight track section;

FIG. 1.3 is a front or rear view, since it coincides, of the mediumstraight track section;

FIG. 1.4 is a top view of the medium straight track section;

FIG. 1.5 is a bottom view of the medium straight track section;

FIG. 2 is a perspective view of the large straight track sectionaccording to the present design;

FIG. 3 is a perspective view of the curved track section with an angleof 45° according to the present design;

FIG. 4 is a perspective view of the track section with intersectionaccording to the present design;

FIG. 5 is a perspective view of the banked curve track section with anangle of 180° according to the present design;

FIG. 6 is a perspective view of the straight track section with a slopeof 60 mm high according to the present design;

FIG. 7 is a perspective view of the universal connector according to thepresent design;

FIG. 8 is a perspective view of the stop sign in accordance with thepresent design;

FIG. 9 is a perspective view of the school zone sign in accordance withthe present design;

FIG. 10 is a perspective view of the do not stop sign in accordance withthe present design;

FIG. 11 is a perspective view of the speed limit sign in accordance withthe present design;

FIG. 12 is a perspective view of the no parking sign in accordance withthe present design;

FIG. 13 is a perspective view of the goal sign according to the presentdesign;

FIG. 14 is a perspective view of the containment barrier for the curvedtrack section with an angle of 45° according to the present design;

FIG. 15 is a perspective view of the containment barrier for the risingbanked curve in accordance with the present design;

FIG. 16 is a perspective view of the containment barrier for thedescending banked curve in accordance with the present design;

FIG. 17 is a perspective view of the support for raising the track onelevel (60 mm) according to the present design;

FIG. 18 is a perspective view of the tunnel for the straight tracksection according to the present design;

FIG. 19 is a perspective view of the tunnel for the curved track sectionaccording to the present design;

FIG. 20 is a perspective view of the mountain according to the presentdesign;

FIG. 21 is a perspective view of the stone according to the presentdesign;

FIG. 22 is a perspective view of a transit cone figure according to thepresent design;

FIG. 23 is a perspective view of a transit speed bump figure accordingto the present design;

FIG. 24 is a perspective view of a GPS figure in accordance with thepresent design;

FIG. 25 is a perspective view of an oil bottle figure in accordance withthe present design;

FIG. 26 is a perspective view of a seat belt figure in accordance withthe present design;

FIG. 27 is a perspective view of a behind bars figure in accordance withthe present design;

FIG. 28 is a perspective view of half a surprise box part I according tothe present design;

FIG. 29 is a perspective view of half a surprise box part II accordingto the present design;

FIG. 30 is a perspective view of half a surprise sphere part I accordingto the present design;

FIG. 31 is a perspective view of half a surprise sphere part IIaccording to the present design;

BEST MODE FOR CARRYING OUT THE INVENTION

The best way to carry out the invention would be to sell the completeset inside a cardboard box printed with 4 inks and which should includethe process as instructions to carry out the game and all the piecesdescribed must come in a combination that is adequate for itsdevelopment; the physical pieces should be manufactured throughdifferent kinds of plastic injections.

INDUSTRIAL APPLICABILITY

This utility process and the complete toy set can be manufactured andsold, which implies a commercial exploitation for profit purposes. Itcan be used in a variety of age groups and settings as an educationaltoy for children to develop their social skills and motor system athome.

Having thus described the invention, what I claim as new and desire tosecure is:
 1. A racing game comprising a process to follow and a gameset, to be played manually by turns with steps, rules and consequencesthat will define a winner.
 2. The racing game which comprises differentsigns that players should obey so they won't get a traffic violation andwon't have to return to the last goal sign crossed or any otherconsequences.
 3. The game set according to claim 1, includes a racetracktoy with track sections that allows the carts go off the track veryeasily at curves, thanks to a very small height between the track andthe high edge of the sidewalk, as well as filleted (rounded) said edges.4. The racing game, according to claim 2, comprising stop signs, thestop sign tells us that the cart must come to a complete stop justbetween both white lines at the pedestrian cross.
 5. The racing game,according to claim 2, comprising school zone signs, school zone signindicates that the cart must come to a complete stop keeping at leastone wheel on the track on either of a few numbers of track sections orsegments following the track section where said signal was placed. 6.The racing game, according to claim 2, comprising do not stop signsalong the bridge or tunnel, indicates that the cart should not stopwithin the track sections that are part of the bridge or tunnel.
 7. Theracing game, according to claim 2, comprising do not stop signs along“X” number of track(s) sections, indicates that the cart should not makea complete stop on the next “X” number of track sections from where thesign was placed.
 8. The racing game, according to claim 2, comprisingspeed limit signs, indicates that the cart should not pass or crossbeyond the number of next track sections indicated by the sign.
 9. Theracing game, according to claim 2, comprising no parking signs,indicates that any of the wheels' cart should not stop within the tracksection where the sign is placed.
 10. The game set process and rulescomprise some figures that gives its holders defensive or offensiveoptions, and each player may acquire by throwing them off the track oropening its case, always with their cart.
 11. The racing game, accordingto claim 10, comprises stone figures, they can be used at any time byany player who is not in his turn and against the player who will takehis shot with the purpose of hitting and causing a mishap.
 12. Theracing game, according to claim 10, comprises containers or cases thatkeep some figures inside, before the game starts, they should be placedrandomly over the track, including sidewalks, filled each with onefigure and players may try to acquire on each turn.
 13. The racing game,according to claim 10, comprises cone figures, they represent offensivepower and can be used at any turn, before making your shot and placingit in any place above the track with the idea of obstructing the path toother carts.
 14. The racing game, according to claim 10, comprisestransit speed bumps, they represent offensive power, and it will begiven the same treatment as the cones, but if a cart moves them from itsplace, they must be moved to its original place.
 15. The racing game,according to claim 10, comprises GPS figures, they represent defensivepower and may be used when a cart had a mishap and its holder wants togo back less track sections from where the mishap occurred, insteadgoing back all the way.
 16. The racing game, according to claim 10,comprises oil Bottle figures, this figure represents defensive power andmay be used to repeat an additional shot from the same place of originonce the cart had a mishap in that same turn.
 17. The racing game,according to claim 10, comprises seat belt figures, this figurerepresents defensive power and may be used if a cart went off the trackor turned over, like there was no mishap, but the distance between thesection of the track where it was lost and the cart must be less orequal than the seat belt, so the seat belt can touch any part of saidsection including the sidewalks and any part of the cart at the sametime.
 18. The racing game, according to claim 10, comprises behind barsfigures, this figure represents defensive power and may be used once thecart has committed any traffic violations in any shot and player prefersto remain “behind bars” and lose one turn for each traffic violationcommitted, than returning to the last goal the cart crossed.
 19. Theracing game, according to claim 10, comprises pedestrian figures, thisfigure represents offensive power and may be used at any turn beforemaking the shot and placing it in any pedestrian crossing above thetrack, with the idea of making the next crossing cart to come to acomplete stop, so the pedestrian moves an gets out of the way.
 20. Theracing game, according to claim 10, comprises gas canister figures, itrepresents defensive power, and the holder may use it at any turn, oncethe first shot has been done and would like to exchange it for anotherimmediate shot, if he hasn't incurred in an accident, although he coulduse it to get rid of traffic violations.